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- Title: Learn Mobile Game Development in One Day Using Gamesalad Author: Jamie Cross Length: 244 pages Edition: 1 Language: English Publisher: CreateSpace Independent Publishing Platform Publication Date: 2015-04-27 ISBN-10: 1511914203 ISBN-13: 9781511914208 Learn Mobile Game Development in One Day Using Gamesalad is for anyone who wants to learn how to create their own video games for desktop and mobile devices. While this is an introductory book that assumes you have no previous game development experience, you’ll find that once you have completed all of the chapters and exercises, you’ll be able to create your own amazing video games from scratch. The book is meant to be used as a learning tool, it’s filled with over 35 hands-on exercises and four chapters dedicated to learning how to make four different game types. Once you have completed the book you will already have four mobile ready games created and ready to be customized and published to the Apple App Store! In This Book You Will Learn: What game development is What some of the requirements for a successful game are What Gamesalad is How to create game scenes and levels To create images and animations How to design a game and its rules How to incorporate music and sound effects To create amazing particle effects How to add physical properties to the game’s actors To create a clean, informative graphical user interface How to publish games to the Apple App Store Much More! Gamesalad Creator is a modern 2D game development kit (GDK). Over 750,000 developers in 189 countries around the world use it and it has been used to make 70 of the top 100 games in the U.S. Apple App Store. One of the highlights of Gamesalad is that you DO NOT need to learn how to write traditional computer programming code to make your games. Gamesalad offers a simple, yet full-featured, drag and drop interface that lets you build commercial-quality games much quicker than learning traditional programming. Once you are familiar with Gamesalad, you will be able to prototype a game in a few days and complete the entire project in as little as a few weeks instead of the typical months or years it could take to develop a game with another GDK. Table of Contents Chapter 1: Introduction to Game Developmen Chapter 2: The Scenes Tab and the Stage Chapter 3: Game Objects and Gamesalad’s Co Chapter 4: Actors and Their Attributes Chapter 5: Game 1–Pachinko/Plinko Chapter 6: Attributes Chapter 7: Graphics and Artwork Chapter 8: Behaviors Part 1 Chapter 9: Behaviors Part 2 Chapter 10: Player Input Chapter 11: Game 2 – Space Shooter Chapter 12: Audio Chapter 13: The Expression Editor Chapter 14: Collisions and Physics Chapter 15: Camera Control and Graphical U Chapter 16: Game 3 – Box Breaker Chapter 17: Animation and Particles Chapter 18: Tables Chapter 19: Game Polish Chapter 20: Game 4—Geometry Runner Chapter 21: Mobile Development Chapter 22: Publishing Chapter 23: Improving The Games Chapter 24: Review and Resources0 131浏览会员免费
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- A novel approach for the classroom or self-study, Learn to Code with Games makes coding accessible to a broad audience. Structured as a series of challenges that help you learn to code by creating a video game, each chapter expands and builds your knowledge while providing guidelines and hints to solving each challenge. The book employs a unique problem-solving approach to teach you the technical foundations of coding, including data types, variables, functions, and arrays. You will also use techniques such as pseudocode and process mapping to formulate solutions without needing to type anything into a computer, and then convert the solutions into executable code. Avoiding jargon as much as possible, Learn to Code with Games shows you how to see coding as a way of thinking and problem solving rather than a domain of obscure languages and syntaxes. Its practical hands-on approach through the context of game development enables you to easily grasp basic programming concepts. Table of Contents Chapter 1: Our Hero Is Stuck! Chapter 2: Characters and Characteristics Chapter 3: The Bounds of the World Chapter 4: Sprinting and Sneaking Chapter 5: Collectables Chapter 6: Spawning Objects Chapter 7: Taking Inventory Chapter 8: A Party of Heroes Chapter 9: Generating a Tile Map Chapter 10: Spawning Objects on a Tile Map Chapter 11: Level Generation Chapter 12: Game State Management Chapter 13: Gameplay Appendix A: Pseudocode Reference Appendix B: Process Mapping Reference5 101浏览会员免费
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